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Document onion skinning, autoplay on load and
remove a reference to Godot 3
(cherry picked from commit a5e7c54f48)
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tutorials/animation/img/autoplay_on_load.webp
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@@ -218,6 +218,18 @@ Yay! Our animation runs:
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The animation
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Autoplay on load
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~~~~~~~~~~~~~~~~
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You can make it so an animation plays automatically when the AnimationPlayer nodes
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scene starts, or joins another scene. To do this click the "Autoplay on load"
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button in the animation editor, it's right next to the edit button.
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.. image:: img/autoplay_on_load.webp
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The icon for it will also appear in front of the name of the animation, so you can
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easily identify which one is the autoplay animation.
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Back and forth
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~~~~~~~~~~~~~~
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@@ -361,9 +373,21 @@ If you want to reset the tracks in the editor, select the AnimationPlayer node,
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open the **Animation** bottom panel then choose **Apply Reset** in the
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animation editor's **Edit** dropdown menu.
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When adding tracks on new animations, the editor will ask you to automatically
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create a RESET track when using the keyframe icon next to a property in the inspector.
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This does not apply on tracks created with Godot versions prior to 3.4,
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as the animation reset track feature was added in 3.4.
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when using the keyframe icon next to a property in the inspector the editor will
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ask you to automatically create a RESET track.
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.. note:: RESET tracks is also used as a reference value for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__.
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Onion Skinning
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--------------
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Godot's animation editor allows you use onion skinning while creating an
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animation. To turn this feature on click on the onion icon in the top right
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of the animation editor. Now there will be transparent red copies of what
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is being animated in its previous positions in the animation.
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.. image:: img/onion_skin.webp
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The three dots button next to the onion skinning button opens a dropdown
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menu that lets you adjust how it works, including the ability to use
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onion skinning for future frames.
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